Rebalance Notes: Captain Marvel (Galactic Warrior) 5*
Apologies in advance for the small formatting folks. We'll see what we can do able image formatting, but I appreciate the feedback and will keep trying to improve these as we update more.
Rebalance Notes: Captain Marvel (Galactic Warrior)
General
- Increased base health and match damage to line up with modern characters
- Increased base ability damage and healing to line up with modern characters
Mean Right Hook
- Repeater is now always 2 turns instead of 3->2 turns as it levels
- Increased damage at levels 2-5
Got Your Six
- Characters are now sent 'Away' instead of 'Airborne'. This keeps them from being blasted by characters such as Archangel when it's intended to be a defensive ability to prevent damage.
- Increased healing at all levels
- Increased damage at levels 1-4
Event Horizon / Photonic Rush
- No change to Event Horizon
- Now always immediately destroys a row instead of having a Countdown tile
- Increase damage at all levels
Comments
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The text on her Active Green is the original text when she was released. That's not the text that's currently in the game for that power (she got her stealth nerf a couple years back so that she no longer destroys friendly specials, only enemy ones).
KGB
2 -
What does that feeder chart mean? Surely no change?
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Health and match damage are welcome, power stuff is a wide miss in my opinion, at least as far as having internal synergy the way she did at launch before her green stopped destroying friendly tiles. I did test sending all three of my team airborne at the same time, and thankfully that wasn’t a self-destruct since there wasn’t an opponent Kang.
1 -
@St_Bernadus said:
What does that feeder chart mean? Surely no change?You can ignore that part. I just don’t have the graphic yet.
1 -
Surely she wouldn't be broken if we give her a fortified repeater at lvl5? That's what made 4-star Black Panther from meh to menacing.
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@KGB said:
The text on her Active Green is the original text when she was released. That's not the text that's currently in the game for that power (she got her stealth nerf a couple years back so that she no longer destroys friendly specials, only enemy ones).KGB
This is unfortunate because pre -nerf she worked nicely with Polaris and Beta Ray Bill. When I saw this rebalance and read the power description, I got excited thinking they reverted it back to how it used to be.
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That yellow still feels like a bad wonky power.
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fantastic, unexpected news. 3 turn repeater on green is quite a while, but maybe once it's going there's a rush. But looks fun, and more of a slow burner. thanks so much for this unexpected win!
P.S. don't love the colored graphics under Abilities. A small colored gem graphic would suffice, or a much smaller pic. This would help make reading the powers could be a smoother experience. The graphic is distracting. And it feels weird having the info I most want start on the right side. (viewed from a desktop). New format is refreshing
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The uptick in damage of all her powers is quite noticeable.
Now her biggest problem is team synergy. Hopefully I can come up with something.
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sending team mates away means she is a liability against kang teams
1 -
Even post rework there is still way too much chance that the red does absolutely nothing. Who thought this power was ok without at least fortifying the repeater?
Green was way way underpowered before, but is still 10ap for something like 25k damage at 450 which just doesn't cut it.
For a character that marvel has pushed very hard as the strongest in the MCU this 5* version is still borderline trash compared to 4* carol.
1 -
@spatenfloot said:
sending team mates away means she is a liability against kang teamsOr the old way she was going to be a liability vs Vulture / Angel teams. There's no perfect solution unless they gave you a way to pick whether you sent them away or airborne so you could partner her better or avoid certain enemies.
KGB
2 -
@KGB said:
@spatenfloot said:
sending team mates away means she is a liability against kang teamsOr the old way she was going to be a liability vs Vulture / Angel teams. There's no perfect solution unless they gave you a way to pick whether you sent them away or airborne so you could partner her better or avoid certain enemies.
KGB
Since nobody is running Archangel or Vulture, but a million of people are running Kang, away is a much worse thing.
10 -
@Bowgentle said:
@KGB said:
@spatenfloot said:
sending team mates away means she is a liability against kang teamsOr the old way she was going to be a liability vs Vulture / Angel teams. There's no perfect solution unless they gave you a way to pick whether you sent them away or airborne so you could partner her better or avoid certain enemies.
KGB
Since nobody is running Archangel or Vulture, but a million of people are running Kang, away is a much worse thing.
You're not wrong... but I always find it odd that people find this to be a problem in general. Sure, it's not good against Kang teams. So.... um... don't use her against Kang teams. Simple. If you're trying to make "one team to rule them all", you're gonna be thwarted by something somewhere.
We want options and solutions... not nerfs, right? So, this is an option we don't use against Kang. But hey, nothing saying you can't use it against other peeps. Still viable for use with Mr Negative and Polaris, obviously.
I kinda wish her Mean Right Hook fortified itself every time it hit zero. I mean, that's the glaring bad point of it. It hits hard, makes nice tiles... but it's so fragile in today's game play. She has no synergy to speak of when teaming with Hawkeye or Goblin either.
Edit - OR, maybe it fired off one use of it upon casting before making the repeater itself. You know... get one use of it for spending your AP. Something where it feels like you're getting value for your expenditure, not just a hope that it'll turn out okay.6 -
I think the issue is that she's incredibly weak against Kang while not being particularly strong against anything at all.
If, say, she was great against Thor but weak against Kang, that's ok. But she's great against nobody and weak against Kang, who's incredibly commonly used.
5 -
I'd rather she send team mates airborne and possibly take a chunk of damage from archangel instead of send them away and possibly insta lose to kang.
Plus it just made more sense thematically. The animation for her power is flying her jet plane. It made sense that she was flying her team mate. Away has been used by kang and wong to represent portals. What is carol doing now? Flying them in her jet into a portal to another dimension?
Even the flavor text of the power says that she is flying her jet. Airborne makes sense with flying.
5 -
Well the exciting thing about 4s becoming ascendable is that her best partner should be on her level eventually.
4* Human Torch (Jim Hammond) fortifies repeaters on activation and creates a beefy strike at the same time.
Actually now that I think about it, when Jim ascends, a few other mediocre repeater makers in 5* land will receive a much needed boost in playability like Ronan and 5* Gamora.
1 -
@Tiger_Wong said:
The uptick in damage of all her powers is quite noticeable.Now her biggest problem is team synergy. Hopefully I can come up with something.
Eventually we'll be able to ascend Polaris and Mr Negative which might make that winfinte robust enough to use more widely.
1 -
Ascended Bobbi does 4x as much damage for 1 more AP and is fortified. Hers is a one time deal and does self harm but Carol's isn't fortified so might not even go off once. Not sure how much proper boosted Carol's will do but boosted Bobbi is doing 150k.
Edit: Bobbi's only does self harm if one of the fortified CD tiles gets matched away.
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her initial release was very 'meehh', but then long came a dynamic duo of a lady and the horse, and suddenly she is a viable choice. however, without much time passed, her 1 useful synergistic passive was changed for no apparent reason that i know of, so she's relegated to bench warmer again. so far, i don't think these new 'new' changes will affect her current status/usage at all.
0
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